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[MERGED PR] Chemical production rework
#1
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PULL REQUEST DETAILS




[CHEMISTRY] [BALANCE] [INPUT WANTED]
About the PR

# General Changes:

- Chemicals are now mixed at the temperature of precursors. (Hot precursors will make a hot product chem!)
- Some chemicals are endothermic or exothermic and add/remove heat on reaction.

- Beakers, extinguishers and barrels will now shatter open completely when an explosive reaction happens inside them, spraying out shards of glass/metal that can embed.
[Image: df77c52a-07da-4e38-ab25-6abd9f9ef37d]
- Watch out!

- Reactions not inside inventories or puddles will display little animations on their container. Beakers will visually bubble, puff out flames, smoke, and more!

# Chemistry Equipment
- Beaker lids
[Image: fef5e829-24d5-40ab-81a6-87583c4c53ed]
- One-size fits all lids that go on any type of beaker, turning it into a closed container. Useful for some reactions.

- Condensers
[Image: 8418407c-4532-4e99-8a08-0a199eda34dd]
- Useful pieces of glassware that can contain reagents themselves.
- Can be attached to beakers, barrels and even other condensers by clickdragging. Both the condenser and container must be within one tile range and not inside anything or any inventory to be connected, and are disconnected by being picked up or moved.
- Any reagent mixed inside the condenser will be added to attached container. If the container is full, the product instead backflows into the condenser.
- Allows you to seperate product from reactants without ending the reaction, or automatically mixing products into other containers.

- Barrels
[Image: 3f2b4d27-cb4d-4433-aade-05e13248a1b4]
- Several quality of life adjustments for mixing bulk chemicals:
- Barrels now have a glass window on the side, letting you peek in and see how Much Chemical you have stored in it.
- On the other side, there's a funnel/spout. Clicking the barrel with an empty hand will toggle between spout/funnel mode, changing the behavior when you click with a container. Funnel = Pour into barrel. Spout = Pour from barrel.
- Barrel lids are much more visible when off/on, since open/closed containers are a more important mechanic.
- Barrels can now be click-drag attached to ChemMaster 3000s to connect them and allow the ChemMaster to make products from the barrel's contents.

# Recipes:

- Water Boiling
- Water now boils gradually if under 200C (473.15K), removing more water per cycle the hotter it is.
- If in open container: Vents steam out as steam clouds, removes heat proportional to water boiled. (2 Degrees K per unit, minimum 1)
- If in closed container: Creates steam, which is now a unique reagent from water.
- Steam condenses into water under 100C (373.15K), speed 10u. Steam also escapes open containers into the air.

- Acetone And Phenol
- Recipe is now Oil(1) + Fuel(3) + Chlorine(.1) = Acetone(2) + Phenol(2)
- Non-instant reaction, speed 1u

- Diethylamine
- Recipe unchanged
- Non-instant reaction, speed 1u
- Endothermic, cools mixture, needs to be heated to keep reacting at 373.15K
- Diethylamine combusts into a fireflash at 523.15K, so it shouldn't be heated *too* much.

- Sulfuric Acid
- Recipe is now Sulfur(1) + Oxygen(1) + **Water(1)**
- Non-instant reaction, speed 3u
- Highly exothermic, adds 10u of heat per cycle
- If in open container: Offgasses sulfuric acid smoke based on how hot the reaction is. Cap of 15u per cycle. No smoke if reaction is under 293.15K.
- Sulfuric acid takes 10u minimum to melt items, so open reactions don't instantly melt your beaker and ruin your life.
- If in closed container: Mix more sulfuric acid based on heat, shatters (without projectile debris) if container is full and tries to react. Adds extra heat based on amount of extra heat used.
- No extra product or shatter risk under 293.15K.
- Extra product is 0.1 per unit of heat over 293.15K, capped to 10u per cycle.
- Extra heat is 1 degree per unit of extra product + 10, for a max of 30 total heat added per cycle.
- Remember that chem beakers in chem dispensers count as closed containers!

- Hydrogen + Carbon Reaction
- Hydrogen and carbon now react into nothing with each other, causing small physical shocks(randomly between 2 and 6 strength) as it reacts.
- Non-instant, speed 2u
- Inhibited by welding fuel

- Oil
- Recipe is now **hydrogen(0) + carbon(0)** + welding fuel(1) = oil(1)
- Hydrogen and carbon are not used up in this reaction, but must be present.
- Non-instant, speed 0.02u (but can be sped up with heat!)
- Running out of welding fuel will also remove the hydrogen and carbon as they react with each other, but you can top the reaction off with fuel without ever adding hydrogen or carbon.
- Heating above 303.15K speeds up the reaction based on how much heat is added.
- The more heat added the faster you make oil, with diminishing returns.
- However, you use more welding fuel exponentially with heat.
- In short: colder mixes are very slow but efficient, hotter mixes require upkeep but give you much more oil per cycle.
- You also must be careful not to heat the reaction so much it explodes the fuel.
- Works well in condensers, as you can use the product without messing up the reactants.

- Charcoal
- Recipe is now carbon(1) + ash(1) = charcoal(1) at 513.15K
- Non-instant, speed 5u
- Endothermic, removes 5K heat. Requires constant heating or being mixed while burning (see under)
- Charcoal also burns at 513.15, in an open container (or with oxygen in a closed container.)
- Burning in a open container adds 5K heat per cycle and creates smoke clouds.
- Burning in a closed container (uses up oxygen reagent) creates **ash**, which can be used to fuel more charcoal reactions.

- Charcoal Steam Mixing
- "Alternative" recipe that is more difficult to manage but gives much more product.
- Recipe is carbon(1) + ash(1) + steam(4) = charcoal(5) at 513.15K
- Non-instant, speed 10
- More endothermic than regular mix, removes 10K heat per cycle. Requires more heating.
- Requires careful reagent adding, as ash + heated water = potash.
- Also must be mixed in a closed container (likely a barrel) since steam will escape any open container.

- Silver Sulfadiazine
- Recipe is now chlroine + ammonia + oxygen + silver + sulfur OR chlorine + ammonia + silver nitrate
- Non-instant reaction, speed 1
- Unique reaction type: only adds product when the reaction has stopped happening. Will use up all available reactants and then add product right at end.
- Each cycle spent reacting adds more product to end of reaction.
- Regular recipe (without silver nitrate) adds 5u to end per cycle
- Using silver nitrate instead gives you double!
- You may optionally add oil for a 1.5 multiplier to the mix. More value with nitrate mixing, but still additional product either way.
- After 50 cycles of mixing, the reaction will sparkle instead of bubble and give you **double** what it would have. Stacks with silver nitrate and oil bonus for lots and lots of sulfadiazine.
- After 70 cycles the reaction will make dark poofs instead of sparkles or bubbles, and will stop mixing any extra product. Finish the reaction before or during this!

- Styptic Powder
- Recipe unchanged, though the ratio of chemicals is more fluid now.
- Non-instant reaction, speed 0.
- Unique reaction type: Doesn't remove or add anything when it starts reacting, but after 30 cycles removes all reactants (independent of ratios) and adds the product, like a delayed instant reaction.
- Each unit of reactant will add 1u of styptic powder to the finished product.
- Aluminum, Oxygen and Hydrogen are capped at adding 20u each. So adding 21u of aluminum will only give you 20u of styptic powder for your trouble.
- Sulfuric acid is *uncapped* in how much it can add, so any amount of it will mix 1:1 into styptic powder.
- Physically shocking the reaction vessel will add 5u to the finished product, and create pink sparkles instead of bubbles. Can only be shocked once per cycle. Also plays a light bubbling sound.
- Sensitive enough that walking with it in your bag will trigger this! Get some cardio.

- Synthetic Flesh Pustule
- Recipe: Blood + Synthflesh (Won't mix in your bloodstream)
- Requires at least 10u of blood and 20u of styptic powder.
- Not a chemical... but part of the synthflesh production. Creates a physical pustule item on reaction.
- Doesn't add or remove reagents, but reacts instantly (like styptic powder) after 15 cycles. Mixes differently sized pustules based on the amount of chemicals put in.
- Less than 40u of styptic powder OR at least 10u of carbon: Small pustule (using carbon lets you turn a big batch of styptic and blood into many small pustules for Fun)
- Over 40u and less than 80u of styptic powder: Medium pustule
- Over 80u of styptic powder: Large Pustule
- Gross.

- Pustules
[Image: 4f3fcfae-8898-4327-9108-fa64f8ff8aba]
- Small: Comes pre-loaded with 10u of synthflesh. Not a very efficient way to make synthflesh, but can uniquely be thrown at people to apply reagents. Like grody healing hand grenades.
- Medium And Large: Comes loaded with excess blood from the initial reaction relating to additiona blood and styptic in the container. Can be fed blood or hemolymph or *organs* and will turn it into synthflesh over time.
- Will occasionally become Angry. You can tell they're Angry because their heartbeat animation will be irregular, sometimes too fast and sometimes too slow.
- Angry pustules can be placated by feeding them or smacking them with a sufficiently heavy object.
- Picking up or holding an angry pustule is not advised.
- All pustules can be plopped into a beaker/barrel to claim its synthflesh.
- Medium pustules convert 30u per cycle and can hold a total volume of 100u. Each organ adds 20u synthflesh.
- Large pustules hold 800u, only convert 5u per cycle but make twice as much synthflesh per unit of blood and *four times* the synthflesh (80u) per organ.

- Photophosphide
- New explosive reagent. Plasma(1) + Phosphorous(1) + Iron(1) + Diethylamine(1) = Photophosphide(1)
- Instant reaction.
- Vanishes if left in amounts of less than 1u, speed 3.
- Explodes (potassium + water size, non-scaling with volume) on contact with any amount of light at all.
- This includes: Flashlights, station lights, starlight, vending machine lights, PDA lights... *any* light will set it off.
- When exploding, creates a white flash on the tile briefly before exploding 0.6 seconds later.
- Is not hidden from light by bags or storage, will happily blow up in your inventory if you walk into light.

- Cyanide
- Now has some additional hazards. Oil(1) + Ammonia(2) + Oxygen(2)
- Non-instant reaction, speed 5.
- Will offgas 1u per cycle when reacting.
- If kept in an open container, will slowly offgas 1u of cyanide as smoke into the air. 1u per 6 cycles.
- If mixed with water, will offgas twice as often.
- If mixed with sulfuric acid, will offgas 20u every cycle. Mixing sulfuric acid and cyanide is a bad idea!
- In short, put a lid on this to keep it from spewing out cyanide smoke. Watch for dark green smoke instead of bubbles.

- Pentetic Acid
- New Recipe: photophosphide(1) + ammonia(3) + formaldehyde(1) + cyanide(1) = Pentetic Acid(8)
- Instant still.
- Gives you lots of product, but cyanide and photophosphide require specific storage.
- Has to be mixed in complete darkness because of photophosphide, but can afterwards be taken anywhere.

- Salbutamol and Salicylic Acid
- Now combined into one recipe. But you can only mix one at a time. not both.
- Recipe: Sodium(1) + Phenol(1) + Carbon(1) + Oxygen(1) = Product(4)
- Non-instant reaction, speed 4
- Heating to 373.15K will initiate a salicylic acid reaction.
- Exposing to physical shock will intiate a salbutamol reaction.
- Salicylic acid:
- Endothermic, removes 3K heat per cycle.
- Gives you 3u extra product per cycle if the heat of the reaction is at least 3K higher than it's been before for that reaction.
- Should be reacted with enough heat to add bonus but not enough to cap out at the heat max, as then you won't be able to get bonus.
- If physically shocked, flashbang effect + wastes lots of product and reactants. Must be delicate with it and not walk around with it, sensitive.
- Salbutamol
- Exothermic, adds 3K heat per cycle.
- Gives you 1u extra product per cycle if for every 3 cycles consecutively physically shocked, with no cap.
- Good to keep in your bag while running around.
- If it reaches 373.15K: flashbang effect + wastes lots of product and reactants. If doing a longer reaction, should be pre-cooled or actively cooled during reaction.


- Barium + Water
- Recipe... unchanged.
- Non-instant reaction, speed 1 (but has a 50% chance to speed up by 1 every cycle)
- Explodes when the reaction ends, so when either water or barium (or both) run out.
- Delayed explosive! Dangerous! Slightly unpredictable time to detonate! Makeshift beaker grenades?

Why's this needed?
A common complaint with chemistry is that while the chemicals themselves are interesting and varied, they are almost always produced with long chains of very simple "read it off the wiki" reactions. This PR aims to make the process of mixing chemicals (primarily medical chemicals) more interesting and challenging by introducing more complicated reactions and required conditions.
This is a pretty big shakeup, so feedback and iteration are definitely expected.

Changelog

Code:
changelog
(u)Flaborized and LeahTheTech
(*)The following chemicals have had their recipes changed: Acetone, phenol, diethylamine, sulfuric acid, oil, charcoal, silver sulfadiazine, styptic powder, synthflesh, cyanide, pentetic acid, salbutamol, salicylic acid.
(*)For full details of the new recipes please see this PR's description.
(*)New chemical: Photophosphide. Creates a small non-scaling explosion when it comes into contact with any form of light. Recipe: Plasma(1) + Phosphorous(1) + Iron(1) + Diethylamine(1)
(*)Added beaker lids which make beakers they are applied to act as closed containers.
(*)Added chemical condensers, can be click-drag attached to glassware to cause any reactions that occur in the condenser to output into the linked glassware.
(+)Chemicals will now retain the temperature of their precursor reagents.
(+)Reactions not inside inventories or puddles will display little animations on their container. Beakers will visually bubble, puff out flames, smoke, and more!
(+)Barrels now have more clear open/closed sprites, a gauge on the side, can be connected to ChemMasters, and can be clicked with an empty hand to toggle between filling the barrel or the beaker.
(+)Barium + water is now a delayed explosion that occurs when the reaction finishes.
(+)Sulfuric acid no longer melts items, so that production of it in an open container doesn't melt an entire set of lab equipment.

PULL REQUEST DETAILS
#2
Love love love all of these changes. Can't wait to plaster medbay full of pustules.

One small addendum... it would be cool if Photophosphide could be hidden in some containers. Like, closed boxes, or if we'd be able to put a blanket over a beaker to make sure it's dark. That way, you could set up funny bombs when people turn on lights or something.
#3
I think we'd need reliable ways of making photosensitive reaction products and things that require physical shock inside the chemlab itself, maybe by introducing more equipment. It'd be neat if we could wrap reagent vessels in aluminium foil, or have an orbital shaker that we can put reaction vessels on to keep them moving. Anything to avoid being forced to do chemistry inside of a maintenance tunnel or a 5k run to make what I need.
#4
(09-01-2023, 03:09 PM)DisturbHerb Wrote: I think we'd need reliable ways of making photosensitive reaction products and things that require physical shock inside the chemlab itself, maybe by introducing more equipment. It'd be neat if we could wrap reagent vessels in aluminium foil, or have an orbital shaker that we can put reaction vessels on to keep them moving. Anything to avoid being forced to do chemistry inside of a maintenance tunnel or a 5k run to make what I need.

Maybe plating the beaker in a material that does not let light through (uquill, clarentine) might work. Looking at how they don't let light through for googles or glasses, the same principle could apply to photosensitive chems

In general, i really like this change. It makes chemistry more involved and not just about recipe learning.

The only thing that gets me thinking is beaker size. But i think the chemical barrel does already offer more than ennough space.
#5
(09-01-2023, 08:31 PM)Lord_earthfire Wrote:
(09-01-2023, 03:09 PM)DisturbHerb Wrote: I think we'd need reliable ways of making photosensitive reaction products and things that require physical shock inside the chemlab itself, maybe by introducing more equipment. It'd be neat if we could wrap reagent vessels in aluminium foil, or have an orbital shaker that we can put reaction vessels on to keep them moving. Anything to avoid being forced to do chemistry inside of a maintenance tunnel or a 5k run to make what I need.

Maybe plating the beaker in a material that does not let light through (uquill, clarentine) might work. Looking at how they don't let light through for googles or glasses, the same principle could apply to photosensitive chems

In general, i really like this change. It makes chemistry more involved and not just about recipe learning.

The only thing that gets me thinking is beaker size. But i think the chemical barrel does already offer more than ennough space.

Probably the best if we want photosensitive reactions, otherwise we may end up seeing chemistry have the lights off 24/7. I think having a couple non-transparent beakers in sci at roundstart could also be worthwhile so you aren't reliant on mining for  making pent. Would also give chemistry a leg up on medbay for pent, or at least have a discussion on passing the things over or not.

I myself don't know how to feel about the non-instant mixes. I have no idea if things will slow down to a crawl or not, but having so many recipes mix faster depending on temperature when there's chemistry labs like nadir that only have one heater will 100% bring in conflict. 

Plus, while it's not used much it's hard to say how all of this will impact the ChemiCompiler. There's not a wait or pause command (AFAIK) so you could end up with some undesired mixes or truncated code as you wait for the chemicals to process.

I do want to ask though, are all other chemicals instant while these become non-instant? Or would there be a default mixing time for all unlisted chemicals? I feel like having the vast majority of chemicals be instant while this handful is non-instant would be jarring for anyone learning chemistry for the first time, especially those coming from botany or bartending.
#6
I disagree to give chemistry tinted beaker at round start. Thats a major upgrade, which i personally thing dhould require interdepartmental cooperation.

Keep in mind, you can just put the reaction vessel in your backpack and work there. The backpack is enough of light protection.

I think making the base chens non-instant is the way to go. Since all other chemicals are based on this, this will chsnge chemgroups and makros a lot.

And this is only the beginning. This enables to simplify many recipes/reactions

I agree that chemistry will require a few more heaters, though.
#7
As much as I love making insane amounts of chemicals fast, this sounds way more interesting and fun! Would love to see it merged
#8
Currently chemical reactions are still instant by default, changing that would require a lot more consideration of balance and edge cases, but it might be neat to look at in future.
The chemicompiler will be unable to produce some (most) of the new recipes, but I think that's fine as the goal here is to make reactions that require some thought and effort to produce and so necessarily won't be automatable.
#9
My first impression is that I love all the fanciness, but the difficulty was ridiculous on the first attempt for making even a small quantity of pentetic acid, which I absolutely hate for the reasons around doctoring. Making oil had a ridiculously low yield (30%) and it seemed to strongly discourage using only beakers. I'll edit with my future experiences as I'm sure my reactions will change as I keep trying it out.

Edit: I LOVE THIS i just had to figure stuff out I had a skill issue
#10
Tweaked oil a bit since I think it was a bit *too* slow. Minimum amount mixed (when not heated) up from 0.02 to 0.05, it now scales up with heat up to 1.5u per cycle instead of 0.5u per cycle. Also lowered the cap on fuel used per cycle to 0.5u from 1u. In general this means you should make oil faster and with less fuel used, will keep tabs on this in the future though to see if it needs more number adjusting and stuff.

edit: oh Also the reaction uses the formula (Amount_of_oil_mix + fuel used from heat(capped at .5)) which means the extra oil you can produce factors into the welding fuel cost so it's more like you can use a max of around 2u oil per cycle, but it's much more efficient than it was before still
#11
(09-01-2023, 10:55 PM)Dhaidburt Wrote:
(09-01-2023, 08:31 PM)Lord_earthfire Wrote:
(09-01-2023, 03:09 PM)DisturbHerb Wrote: I think we'd need reliable ways of making photosensitive reaction products and things that require physical shock inside the chemlab itself, maybe by introducing more equipment. It'd be neat if we could wrap reagent vessels in aluminium foil, or have an orbital shaker that we can put reaction vessels on to keep them moving. Anything to avoid being forced to do chemistry inside of a maintenance tunnel or a 5k run to make what I need.

Maybe plating the beaker in a material that does not let light through (uquill, clarentine) might work. Looking at how they don't let light through for googles or glasses, the same principle could apply to photosensitive chems

In general, i really like this change. It makes chemistry more involved and not just about recipe learning.

The only thing that gets me thinking is beaker size. But i think the chemical barrel does already offer more than ennough space.

Probably the best if we want photosensitive reactions, otherwise we may end up seeing chemistry have the lights off 24/7. I think having a couple non-transparent beakers in sci at roundstart could also be worthwhile so you aren't reliant on mining for  making pent. Would also give chemistry a leg up on medbay for pent, or at least have a discussion on passing the things over or not.

I myself don't know how to feel about the non-instant mixes. I have no idea if things will slow down to a crawl or not, but having so many recipes mix faster depending on temperature when there's chemistry labs like nadir that only have one heater will 100% bring in conflict. 

Plus, while it's not used much it's hard to say how all of this will impact the ChemiCompiler. There's not a wait or pause command (AFAIK) so you could end up with some undesired mixes or truncated code as you wait for the chemicals to process.

I do want to ask though, are all other chemicals instant while these become non-instant? Or would there be a default mixing time for all unlisted chemicals? I feel like having the vast majority of chemicals be instant while this handful is non-instant would be jarring for anyone learning chemistry for the first time, especially those coming from botany or bartending.

Imagine having to actually develop camera film in a darkroom using chems to treat the silver coated film
#12
honest takes from a chem vet - this change was a hard sell for me personally just because i'm so used to oldchem:

my thoughts on the return to slow reactions:
- they look pretty! i like how chemlab looks with slow reactions going on
- a lot of the outputs need isolation and output varied amounts of reagent. its hard to say how much youll get from what you put in
- they break my beloved chemicompiler in a way that seems almost goofy, a whole machine built around the concept of doing chemistry, but is unable to mix the simplest precursors. this is patchable with a sleep command admittedly

my thoughts on condensers:
- they are MUCH cooler than old chemistry for crafting stuff. and are a huge improvement step for custom chemistry layouts
- they are really good for making huge quantities of one thing
- they're a *huge chore* to setup if its for something you dont really care about (other peoples' requests, intermediate chems)
- they should just drip into a barrel set to output rather than backwash (and not break when you toggle barrel modes)
- can i root barrels in place to stop some nerd shoving it and breaking everything and causing backwash

sulfuric offgassing in general is a pain. yes you can prevent it, but its SO easy for one sulfuric mishap to completely annihilate glassware (including condensors) and your fellow scientist's stuff. consider making glassware acid resistant (it is a bit silly that it can hold, but not be splashed by acid)
PREFERABLY - make acid's reaction start just above room temp so you can easily make it somewhere other than the chem dispenser.

at least during the early days, the new intermediate recipes have made some relatively tame outputs like epinephrine a much bigger deal. i totally agree with the newfound difficulty and danger creating pent etc but the last couple shifts i've seen chemists simply not want to make stuff


a couple specific reactions:

sulfazine: i honestly think this reaction just doesnt makes sense, and looks silly.
styptic: this is a genuinely cool reaction. its also way over the top for something like styptic!!! do this for a MUCH cooler chemical.

both of these can just be timed recipes if you're all about nerfing people making it and pouring it on their dumb faces instantly.
#13
Just tried out the new chemistry for a round, two thoughts:

One, when I tried mixing sulfuric acid in a barrel, instead of exploding because of runaway heat buildup, the water turned to steam, prematurely halting the reaction. Ended up using the artlab heater pad to keep the water below boiling. It was slow and did not feel intentional to what I inferred from the changelog. [EDIT: I tried using both the artlab heater and cryostylane to cool it at the same time and it still kept turning to steam. Either make steam work for the reaction too or make keeping it below boiling more managable.]

Two, crank explodes when mixed. It always did this, but with the changes to how explosive reactions work it's almost impossible to actually make.

Overall I had fun with what I was tinkering with. Pustules are neat, much neater than synthflesh was previously.

EDIT: After a few more rounds, I think the production rate for certain intermediate precursors might be a bit too slow. Diethylamine was the worst offender from my experience, as unlike similar chemicals, it both needs to be maintained at a constant temperature (which makes using condensers for it difficult) and has no way to speed up the reaction.
#14
As a self proclaimed chemnerd, I like this changes, they add some much needed complexity to chemistry that I have always wanted. Overall I think these changes are very cool, but some reactions do need to get tweaked, particularly Acetone and Phenol, I don’t like them being the same reaction and would rather have separate reactions for them so it’s easier to make chains that way. Another idea I had was to make like a hotplate item for the condenser so you don’t need to wack it with like a welding tool to get it to preform certain chemical reactions. Again, very neat changes, just needs some polish. Can’t wait to see where yall go with this.
#15
After messing around with some of this, gotta say it's VERY fun. Genuinely love all the things so far, and absolutely adore the pustules (please let me put a hat on one). Styptic being changed means that if you put in some literal legwork, you can make a lot of styptic from very little, which is always cools. Oil being the way it is now perfectly fills the justification for condensers existing, as it makes it much simpler to do than it would be without it. The changes to some precursors are also very interesting for longer chem list productions, along with the way that the salbutamol and painkiller changes work. For anything to be expanded to, I'd like more things like the phenol+acetone reaction with some byproduct to deal with or use for chain reactions, along with said salbutamol+painkiller recipe, as it's a very cool concept.


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